Every story has a cast of characters that we follow and watch and come to love… but what about the background characters? The nameless masses who rarely get our attention? This column examines my favorite background characters who deserve a moment in the spotlight.
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The Show:
‘Stranger Things: Season 4’
The Character:
Agent Harmon
The Scene:
Why He Deserves A Moment In The Spotlight
Recently, I watched all four seasons of ‘Stranger Things,’ a show with a great many characters both major and minor, but one of whom stands out as one of the most awesome redshirts you’ll ever see on TV.
For those of you who are unaware, a Redshirt is a minor, typically unnamed character in a movie, show, or book who exists sorely to die and establish how dangerous a situation is for the main characters. Named after the famous crewmembers from Star Trek, they’ve become a joke in pop culture, and I was expecting the two government agents in the fourth season of Stranger Things to be the same.
Boy, was I wrong.
When military spooks break into Will and Jonathan’s house to kill them, I thought agent Harmon would quickly fall like his partner, leaving the boys to fend for themselves. But to my surprise, Harmon immediately morphed from an overweight, lazy, tv-watching agent into a stone-cold warrior who fearlessly takes on an entire squad of soldiers with only a pistol and wins. Granted, he doesn’t kill them all, but he does stop them from getting Will and the others, ensuring that they escape to find Eleven.
What’s so great about this scene is that even though we know so little about Harmon, we quickly become invested in his struggle because we subconsciously know he doesn’t have plot armor and could die at any time, making his fight even more engaging than the main characters who we know are going to survive until the climax of the story. He’s a redshirt who temporarily becomes a main character, one who is responsible for keeping the others alive… but, sadly, at the cost of his life.
Rest in peace, Harmon (AKA, Unknown Agent Hero Man). We only knew you for a few minutes, but you were unquestionably one of the biggest badasses in Stranger Things. If you had gone to the Upside Down with the others in the season finale, you’d have killed Vecna in seconds with that legendary pistol of yours and saved the world.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The Movie
‘The Terminator’
The Scene
Why it’s great
Some great scenes feature drama, sadness, joy, or excitement, and others are – at first glance – rather ordinary. One example is Sarah Connor’s introduction in 1984’s, ‘The Terminator.’
On the surface, there’s nothing earth-shattering about this scene: Sarah drives to work, clocks in, delivers the wrong order to a customer, and gets ice cream dumped into her apron by a brat who was probably blasted into a charred skeleton by a T-800 for his unforgivable crime. It’s an ordinary, slice-of-life moment that shows us that the mother of humanity’s savior is a perfectly ordinary woman.
It’s also the last few hours of a normal life Sarah will ever have.
If you consider ‘Terminator: Dark Fate’ to be the official third film in the franchise, then the scene of Sarah going into the employee lounge and seeing that report about another Sarah Conner being killed begins decades of fear, horror, and knowing that she’s the only person who can stop a war that will end billions of lives. And even after she succeeds, she still loses her son and eventually learns that she only delayed the inevitable war of humanity vs machines. By then, she’s in her mid 50’s and will almost certainly live long enough to see that war start, and pass away among the ruins of humanity’s civilizations.
These kind of scenes rely on hindsight and re-watching (or re-reading) to deliver their emotional punch of knowing that after this scene is over, our protagonists will never have another ordinary day as long as they live. But these scenes also encourages their audiences to realize that we often take so much for granted, assuming that our steady jobs, our families, and our blessings will last for years to come. But all it takes is one bad day to destroy everything we care about, and the lives we rebuild afterwards may never be truly happy again.
The 80’s were an interesting time for Hollywood: Synth music was becoming popular, the era of the muscle-bound hero was born, and we got a brief resurgence of the 3D fad that has poked its head up every few decades; while most of the resulting films have been consigned to obscurity, perhaps none have been both as immortalized and derided than ‘Jaws 3.’
Released in 1983, ‘Jaws 3’ marks a major turning point in the Jaws franchise: It’s the first not to star Roy Schenider and to not take place in Amity. It also marks the point when the series, having run out of a natural way to continue the ‘Jaws’ saga, resorted to gimmicks to keep viewers interested. Instead of a shark attacking a seaside down and threatening its residents and livelihood, we have a theme park in Florida being attacked by not one, but two sharks, as well as focusing on on the sequel trope of having a franchise’s main character’s children take over.
To this day, fans of the Jaws series remain divided on which sequel is worse: ‘3’, or ‘Revenge.’ But as stated earlier in this series, we’re not here to settle the argument, but to see what each film does well, and despite its rather tepid reception (and the fact that if you remove Michael and Sean, the film has nothing to do with the previous movies), ‘3’ is a guilty pleasure, with it’s so-bad-its-good visual effects, late 70’s and early 80’s design (just look at that fabulous underwater restaurant!), and an excellent soundtrack that has some of my favorite pieces in the series (Like this, this, and especially this). With that said, let’s take a look at the third dimension in terror to see what stands the test of time:
5. Sea World is a more visually interesting location than Amity:
Compared to the blues, grays, and whites of Amity, Sea World is refreshingly bright and colorful, and the undersea kingdom has a lot of potential for undersea mayhem, complete with a sunken ship that’s the location for a frantic escape from the shark, and an underwater complex where tourists are trapped and have to be rescued, as well as an underwater control room that is definitely resistant to sharks breaking the windows. Compared to the beaches and open water of Amity, ‘Jaws 3’ has a lot of opportunities for more interesting action at unique locations, and takes full advantage of it.
4. Michael and Sean’s relationships
One of the film’s biggest strengths isn’t the shark, the action, or the effects, but a grown-up Michael and Sean. I like how, unlike so many other horror movie sequels featuring kids who are now adults, their experiences with sharks in childhood haven’t emotionally crippled them: they get along just fine with each other, complete with playful, good-natured teasing and satisfying relationships with their girlfriends. It’s a refreshing change to see them not be nightmare-riddled adults who poop their pants at the mere sight of the ocean.
I also like how, while Sean and Michael are emotionally well-adjusted, there are still some mental scars left from their encounters with two killer sharks, especially Sean. He’s not fond of going in the water, and needs to be coaxed by his girlfriend, Kelly, to even go on a bumper-boat ride. I wish this phobia had been explored more (such as Sean having to overcome his fear of sharks and the ocean to save Kelly), but the film is to be commended for having Sean and Michael be mostly well-adjusted adults.
3. The Professionals are… well, professional
In monster movies, so-called professionals often end up being useless, bumbling idiots, or both. Thankfully, ‘Jaws 3’ averts that by having almost everyone in a position of authority be actually good at their jobs, or at least, not losing their heads when things go wrong. FitzRoyce and his assistant Jack initially come off as smug gloryhounds, but are often the first to drop the cameras and jump in to help when the sharks are swimming around, and their plan to capture the shark – by trapping it in a flow pipe – would have worked if it wasn’t for a safety rope that would have come undone through no fault of their own. Likewise, a tour guide in the undersea kingdom manages to keep guests calm and get them out when things get hairy instead of panicking like everyone else. That kind of professionalism is refreshing to see.
Calvin is a bit mixed: He has a greedy, impatient streak to him, but when he realizes how bad things get, he quickly works to try and make things right. Unlike Mayor Vaughn, when things get bad, he doesn’t try to pretend its not happening or to try and cover it up, and he gets a nice moment at the climax where he manages to save an unconscious worker and get her to safety when the shark attacks the control room (presumably; we never actually see the two get to safety, but let’s be optimistic and assume they did).
2. This unsettling death
Chrissie’s death at the beginning of ‘Jaws’ is rightfully regarded as one of the scariest deaths in horror cinema (sweet Zeus, those screams), but ‘Jaws 3’ has a pretty good one of its own with FitzRoyce’s demise: through a rather unfortunate series of circumstances, he ends up being sucked alive into the shark’s mouth. It’s unnerving to see him still alive in the shark’s throat and unable to get out. Much like the helicopter pilot in the previous film, FitzRoyce faces an awful choice: he can die either by drowning, being shredded by the shark’s teeth, or by blowing himself up with one of his grenades. All the options are horrible, and knowing that there’s no way he’s getting out alive only makes it worse.
1. The most unique climax of the series
If there’s one thing that ‘Jaws 3’ nails, it’s the climax, where the shark rams the underwater control room, floods it, and traps our heroes, who have to kill it by activating the grenade being gripped by FitzRoyce’s corpse, blowing it to smithereens. This is a really unique scenario: our heroes are trapped in an environment that will eventually kill them (they’re underwater and only have a limited amount of air), cornered by a beast that wants to eat them. They have no weapons and no way to defend themselves, and the only way to win is to risk being eaten by the beast to trigger a hard-to-reach weapon that can save them.
While the effects of this sequence are… not that great, the idea behind it is a really cool one, and in my opinion, it’s the most unique climax in the ‘Jaws’ series. The first is unquestionably the best, but in my opinion, ‘Jaws 3’ has a more interesting idea behind it.
While the below-average story, lack of cohesion with the previous two films, and subpar effects drag ‘Jaws 3’ down, it’s helped out with likable characters, a unique location, a pretty horrific death scenario, and the most unique climaxes in the series. But is that enough to make it better than its successor? The debate will no doubt rage for years to come, but tune in next time as we take a look at ‘Jaws: The Revenge’ and see if we can find some redeeming factors in one of the most legendary bombs in Hollywood history.
When it comes to horror franchises, few are as well known as Friday the 13th. Created in 1980, this series has gone on to include twelve films, countless books, comics, action figures, and video games, not to mention spawning the legendary Jason Vorhees, who remains one of cinema’s most famous slasher villains, with over two hundred (!) kills to his name.
Yet, even with its prestigious history, I’ve never sat down to watch all the films, the one exception being ‘Freddy vs Jason.’ I thought it was a fun film, but it didn’t get me interested in watching the rest of Jason’s filmography. All that changed, though, when I took a look at a recent, fan-made interpretation of the 1980 film, which made me curious to see how it fared to both the original, and the 2009 remake, leading to the rare scenario of being able to see the same story being told three different ways.
For the next few weeks, I’ll be taking a look at all three interpretations: The 1980 original, the 2009 remake, and a 2019 fan-made version that I’ll keep a secret for now. If you haven’t seen the original film, I’d recommend not reading any further until you have, as this series will spoil major plot details.
With all that said, let’s begin with the film that started it all: 1980’s, ‘Friday the 13th’
As said so memorably in 1962’s ‘Lawrence of Arabia’ and 2012’s, ‘Prometheus,’ “Big things have small beginnings,” perfectly sums up Jason’s first big-screen outing, a small-scale slasher flick that finds camp counselors facing certain death when stranded at a small summer camp in a remote forest. Thanks to pop-culture osmosis, I knew all the twists before watching the film: that Jason is barely in the film, that his mother is the killer, and that everyone but one girl dies. Still, knowing the plot before seeing a movie isn’t always going to ruin it: I knew how ‘Alien’ and ‘The Shining’ turned out before watching them, and they were still scary, effective films that became personal favorites.
I’m afraid the same can’t be said for ‘Friday.’
For all the praise put upon it as one of the best films in the series (or the best, depending on who you’re talking to), I found ‘Friday’ to be surprisingly dull. It gets off to a good start, with a camp counselor named Annie heading off to Camp Crystal Lake… only to be killed before she even reaches the front gate. Killing off who you think is going to be the main character in the first act is a great way to suck people in, and I was eager to see how the film went from there. Regrettably, I was disappointed that ‘Friday’ follows the standard trope of building up doomed teenagers before killing them off in an isolated location. There’s nothing wrong with that (and Crystal Lake at night in a thunderstorm is an effective horror setting), but the film’s glacial pace results in numerous periods of boredom, to the point where I even fast-forwarded to get to the inevitable killings, which are quite tame compared to what came later in the series (the arrow-through-the-throat kill is quite memorable, though).
While ‘Friday’ was mostly a disappointment for me, it does have one element that saves it from the pile of over-hyped movies: Pamela Vorhees, Jason’s mother. At first glance, a middle-aged woman with no fighting skills or unique abilities doesn’t sound like a compelling villain, but Pamela elevates herself with one of the most sympathetic backstories to be found in slasher cinema: A mother who lost her only child due to negligence, who is driven by unimaginable pain to get revenge on those who let him die, and stop other children from suffering the fate her son did. I can think of few other killers in cinema who are so sympathetically evil; Pamela’s so easy to relate to, even if we don’t agree with her killing innocent counselors who had nothing to do with Jason’s death. And to twist the knife even further, the revelation that Jason is still alive means that all her killings and her twisted quest for justice was all for nothing, turning the film into a tragedy where nobody wins, nobody gets justice, and all the suffering everyone goes through was for nothing.
Wow.
When looking at ‘Friday’, both as the start of a franchise, and as a standalone movie, it’s my opinion that it isn’t very good. If it was removed from the ‘Friday’ franchise and stripped of it’s historical status, ‘Friday’ would probably be remembered as a rather standard slasher film that would struggle to stand out among its peers. Still, Pamela’s effective performance saves ‘Friday’ from being a complete disappointment.
While ‘Friday’ isn’t a good film, in my opinion, it does deserve to be recognized for its villain, and for starting one of the most famous slasher franchises in history… well, that, and the hilarity of knowing that Pamela’s little boy will one day blast off into outer space and hack people to death on a space station as an undead demonic cyborg.
Tune in next week, where we’ll take a look at the 2009 remake of ‘Friday’ and see what a modern-day take on Jason’s origin has to offer.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The Scene
Why it’s great
I’ve written before about my love of Fish Out Of Water humor, which makes this scene from ‘UHF’ one of my favorites from the film. Not only do we have a giant, muscle-bound barbarian plucked out of the dark ages and in the modern era (the 1980’s), but he also has a job that’s one of the least suited for his particular skills.
While having people from different time periods dropped into the modern age is always great for comedy, extra humor can be gained when they get modern jobs that don’t always mesh with their talents and abilities. Even better is when they throw themselves into those jobs without hesitation, striving to do their best. When you combine that formula with the almost endless types of characters from history to choose from, you’ve got a formula for comedy gold.
If there’s one film genre the 80’s loved, it was hack-and-slash barbarian fantasy films. There seems to be no end to them, ranging in quality from ‘Conan’ to ‘Yor,’ and ‘Ator, the Fighting Eagle’, a 1982 Italian flick featuring a hunky, muscular, handsome hero out to save a kingdom from an evil ruler who has enslaved the land while wielding a giant sword, facing monsters, and wanting to marry his sister.
Wait, what?
Knowing that ‘Ator’ was chosen as the season finale for the Mystery Science Theater 3000 revival should give you a clue as to its quality: it’s not a very good movie, and aside from the creepy incest vibe, doesn’t do much to stand out among it’s many competitors. Still, it’s good for some chuckles, and has its fair share of lessons for the aspiring writer. So, with that said, let’s take a look at what it has to offer.
If you include a prologue, keep it brief
Read any writing how-to book, article, or opinion piece, and you’ll be told again and again to avoid prologues, AKA, dumping mountains of backstory and info on the audience. It’s solid advice, but, surprisingly, ‘Ator’ does a good job with its prologue. While cliched (a kingdom has been enslaved and a Chosen One will be born one day to set it free), it sets up the story quickly. But, more importantly, the prologue only gives us the most critical information:
*A land is enslaved by an evil force
*A child will be born to free it.
That’s it. Nothing about bloodlines, the kingdom’s history, how the land was formed, the various gods, religion, etc.
In our own stories, a prologue should be as bare-bones as possible. Keep it brief, tell your audience only what’s relevant to the story’s main problem, and save more background information for later in the story. Some great examples of well-done prologues include Disney’s ‘Beauty and the Beast’, New Line’s ‘Lord of the Rings’, and any of the Star Wars movies.
Be extra-careful including incest in your story
In a field as crowded as barbarian fantasy, ‘Ator’ stands out in a way it probably didn’t intend: by having the main character wanting to marry his sister. Thankfully, they’re not biologically related, but it leaves a creepy vibe that no amount of cute bear cub footage can get rid of, as Ator himself spends the movie fighting to save said sister so they can presumably become husband and wife.
In our own stories, there’s no topic that’s off-limits, but some should be handled very delicately, if at all, and incest is one of them. While the subject itself can be a topic for great drama and conflict (a married couple accidentally finds out that they’re brother and sister and has to deal with that, and the fact that they’ve had kids), how it’s handled is vitally important, and I think there’s two ways to do so:
1. You present the subject matter as a tool to tell a story.
2. You present the subject matter as something you want others to accept.
The first route, I believe, is safer. One memorable episode of the British TV series, ‘New Tricks’ featured a business owner who forced his sister to have an abortion after they had sex. The show didn’t endorse the act, instead using it as the catalyst for the episode’s mystery. Conversely, ‘Ator’ feels like it’s trying to say that incest is okay, even going so far as to reveal that Ator’s ancestors used to allow brothers and sisters to marry each other, making the film almost feel like a pro-incest propaganda piece. That can’t be what the movie intended, but it proves the value of being cautious in how controversial subjects are addressed.
Avoid having a random events plot
Much like ‘Wizards of the Lost Kingdom,’ most of ‘Ator’ feels like filler to kill time. Ator being seduced by a temptress, running away from random warriors in a foggy forest, and having his partner be trapped in a cave feel like time-killers that were put in without much consideration as to how they would tie into Ator’s quest to save his sister and the kingdom.
In our own stories, keeping all the events that happen in your story related to main quest/plot subtly tells your audience that you know where you’re going, and they’re more likely to hang around to see what’s going to happen. While it’s okay to occasionally have a random action sequence that doesn’t affect the plot in any way (such as the unique fight between Ator and a shadow), those should be the exception, rather than the rule. Action for the sake of action may be enjoyable for a short time, but it will quickly wear off its welcome when the audience realizes they’re not any closer to the story’s resolution.
Consider having the mentor betray the main character/s
Probably my favorite twist in Ator’s story comes near the end, when, having slain the leader of the spider cult, Ator is betrayed by his mentor Griba, who reveals that he only helped Ator so he could reclaim his position as the cult’s high priest.
We don’t see mentors betray their charges all that often in fiction – they can be mean, yes, and downright cruel, but they still want their students to succeed. But to betray them is rare, and gives writers a great opportunity to have the student fight the mentor, and use everything they’ve learned – and a few tricks they’ve picked up on their own – to win.
When people lose their loved ones, make sure they grieve
At the very end of the film, Ator’s companion, Roon, dies of her injuries after fighting off spider cult goons, but not before getting a chance to say farewell to Ator. It would have been a touching moment… had not the very next shot (and the last one of the film) been Ator and Sunya cheerfully running through a forest with big smiles on their faces, seemingly forgetting that Roon ever existed. While it’s natural for Ator to be ecstatic at having rescued his sister, an additional scene of him mourning Roon, or laying her to rest would have allowed him to give her some closure and a chance to honor and respect her memory before heading off.
Because of how final it is (at least, in real life), death shouldn’t be treated lightly when it comes to your story’s main characters. If one of them dies, have the others mourn. If there’s no time to do so (they’re being chased by giant spiders, for example), then have them mourn later, or, at the least, miss the presence of those they’ve lost. Otherwise, you run the risk of making the dead character feel like a throwaway piece of the scenery who aren’t worth remembering.
An Alternate Universe version of ‘Ator: The Fighting Eagle’ that learned from its mistakes
A brief prologue tells us about the prophecy of a child who will be born to save his kingdom from enslavement at the hands of a spider cult. Years later, that child, Ator, having fallen in love with a girl from his village, sets out on a quest to save her after she’s kidnapped by the cult’s leader. Along the way, he takes his bear-cub companion, meets up with an Amazon warrior named Roon, and works to build up his fighting skills with his mentor, Griba, and acquire weapons that will help him defeat the spider cult, while fighting off various challenges the cult’s leader sends his way (a seductive enchantress, a village paid-off to capture him, undead warriors the leader raises, etc.), defeating each one and growing stronger.
Finally reaching the cult’s temple, Ator uses all his skills to defeat the cult’s leader, only to be betrayed by Griba, who only helped Ator so he could reclaim his place as the cult’s leader. Using everything he’s learned, Ator barely manages to defeat him, kill the cult’s spider-god, and save his girlfriend. However, Roon is fatally wounded and dies. Mourning her, Ator buries her on a beautiful hillside and vows never to forget her for the help she gave him.
With his beloved as his side, Ator returns home, having freed his kingdom and found the love of his life.
We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.
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The Video
Why it’s great
No, this isn’t a long-lost relic from the 80’s that should have stayed lost: this Funny or Die video pokes fun at the Star Wars Holiday Special by imagining what might have happened if TRON had a special of its own. The answer? It would have been as terrible/awesome as it’s infamous real-world counterpart.
While my favorite moment is poor Santa being de-rezzed, the whole video is a great example of the Christmas Special trope, and why it’s a near-perfect formula for comedy gold:
1. Take any franchise and give it a Christmas special, no matter how absurd it might be (Can you imagine a Hellraiser Christmas? How about a Waterworld Christmas?).
3. Have said characters learn the True Meaning of Christmas (which may or may not involve Jesus, depending on your audience).
Imagine how hilarious it would be if Darth Vader had to deliver presents to all the good Stormtroopers on the Death Star and learn that it’s better to give than to receive. Or imagine Gandalf, Frodo, and the Fellowship traveling to Mordor to save Santa after he’s been kidnapped from Sauron. Or contemplate how amusing it would be for the Umbrella Corporation to feel the holiday spirit and work to make everyone’s Christmas a little merrier while simultaneously trying to destroy it with with zombies.
Ah, the 80’s. A magical time for fantasy cinema. From that era we got such classics as ‘Conan the Barbarian,’ ‘Krull,’ and ‘Dragonslayer.’ But every golden era has it’s… not-classics, films that end up becoming snark bait on Mystery Science Theater 3000. ‘Wizards of the Lost Kingdom’ is one of those films. Made in 1985, ‘Wizards’ feels very much like a movie made to cash in on the fantasy fad, and while it’s no classic of the fantasy era, writers looking to create their own sword and sorcery epics will find a lot to learn from its mistakes, so let’s dig in and see what this Argentinean epic has to offer.
Consider having a nobody take on the most powerful bad guys in your story
He’s barely in the film, but king Tyler manages to get the most impressive background of anyone we meet: the opening narration tells us that armies of wizards and sorcerers were fighting each other, but it wasn’t a powerful warrior, or a good wizard who defeated them, but a simple peasant who united the common folk and took them out.
It’s common to have underdogs take out much more powerful antagonists in fiction, but it’s all the more impressive when a person with no magical or extraordinary powers manages to do so against characters do have those abilities, and giving such a backstory – or showing it – makes for an interesting character. Indeed, Tyler is the most intriguing character in ‘Wizards’ based off that intro… which makes it a pity that he has less than two minutes of screentime before being killed.
Avoid rushing the first act of your story
There’s something to be said about leaping into a film and getting right to what the audience wants. Heaven only knows how, as a kid, I got bored about how many movies seemed to take forever to get going. As an adult, however, I’ve come to realize the value of setting up a story, characters, and necessary background in the first act.
‘Wizards’ has to be credited for getting going right out of the gate. After the opening voiceover that sets up the backstory, we’re off and running with Simon, the young wizard, as he sets out to save his kingdom from Shurka, an evil wizard. The problem? The first act lasts only thirteen minutes, and we have barely any time to settle in before the main quest begins. While that’s impressive from a time perspective, it gives us barely any time to know anyone in the story or understand what the main problem is, and why we need to be invested in it. It’s like heading out on a hiking trip, but you only get thirty seconds to meet everyone before being dumped on the trail with only the faintest idea of where you’re going. It’s disorienting, makes you wonder if taking this trip is a good idea, and ‘Wizards’ feels the same way.
In our own stories, there’s no problem in getting going right away, but be sure to lay the foundations for your work. Audiences will want to know what they’re getting into, and taking the time to give them even the most basic of information about the world, characters, and story will get your story off to a good start. When in doubt, it’s better to take your time and let the audience settle in, than to rush and leave them wondering what on earth is going on.
Give your main character a goal
It’s one of the most basic storytelling rules, but it cannot be understated: one of the keys to an interesting character is giving them a goal, something they want and need to work towards. Simon, by contrast, only wants to get back to the castle and stop the wizard. While wanting to save a kingdom is a noble goal, the problem is that he doesn’t make the choice to do so: he’s told by his wizard father, and, like a loyal dog, sets off on his quest. Compare Simon to Luke Skywalker: Luke was bored living on his moisture farm and wanted to leave and find adventure in his life. He had a motivation for leaving, and after his aunt and uncle were barbecued, he had the new goal of fighting the Empire to stop them from committing any more atrocities. Compared to Luke, Simon is a chess piece being moved across the board without making any decisions on his own.
When it comes to doing your own characters, their own goals don’t have to be big, but just having something they want to achieve makes them feel like a person, instead of a robot just doing what it’s told to do (though to be fair, having a robot set off to save a magical kingdom could make for an interesting story on its own).
For the love of all that is holy, think twice before making your ‘chosen one’ a teenager
If there’s one story trope that’s been done to death, resurrected, beaten, killed again, and brought back to life over and over, it’s the idea of a youngster chosen by fate to save the day. While the trope itself isn’t bad, Simon is the embodiment of its most cliched portrayals: he’s whiny, hardly does anything on his own, and is a brat at multiple points. In his favor though, the film does show why Shurka would want him dead, by demonstrating that Simon can give life to inanimate objects and raise the dead… pretty fearsome powers indeed.
If you’re going to do your own chosen one who’s a teenager, then try flipping some of the cliches Simon has: Have your character be confident, but aware that he has a lot to learn. If he’s going to whine, have him whine at characters who are slacking off or not doing their jobs instead of how hard life is for him. Show him taking the initiative and doing as much as they can on their own, even if they’re afraid or aware that they aren’t going to succeed, and show some of the skills they have that are key to winning the day, even if they aren’t fully developed yet.
Consider having your character summon incredibly powerful allies who want nothing to do with their quest
One of the best parts of the film involves Simon coming up with the clever idea of summoning several dead warriors to help him take out the evil wizard and save his kingdom. And, amazingly enough, he actually pulls it off, awakening the corpses of four dead warriors… who have no interest in fighting whatsoever and almost immediately sink back into the earth.
The genius of this scene comes from the buildup: the idea of summoning legendary dead warriors to fight off an evil wizard makes sense, and there’s a lot of potential for interesting interactions with them as they trudge back to the castle, which makes the audience expect those warriors to stick around. Having them have no interest in fighting at all and wanting to go back to sleep is a nice twist on our expectations, and is… kind of pathetic, really, which makes it amusing.
Save the comic relief for the first half of the story
A little bit of humor in any story is always welcomed. But, like all things in life, there’s a time and place for it. ‘Wizards’ has a sequence near the end of the second act where Simon’s protector, Kor, is captured by a cyclops and threatened with death if he doesn’t marry his sister, who Kor ran away from after apparently getting engaged. While some parts of the scene are amusing (primarily the one soldier who runs away via sped up footage ALA Benny Hill), the problem is that the scene feels out of place. We’re coming up on the climax of the story, and things are supposed to be getting more focused, tighter, and more serious. Pausing the story to have a sequence that doesn’t advance it is not a good idea. If anything, this sequence should have been earlier in the film, shortly after Kor and Simon met: Helping Kor out of his jam would have shown Kor that Simon wasn’t just a whiny, pink shirt-wearing useless kid, and that helping him out would be a worthy cause.
In any case, be very careful where you put comedic scenes in non-comedic movies. While there’s no rule saying you can’t put them later in the film, it’s generally better to have them take place earlier on, and, more importantly, have them advance the story instead of being a side trip that doesn’t add anything to the movie.
Consider how many secondary characters you need, and set them up
No film is complete without a supporting cast, but making sure that cast contributes to the plot is vital: ‘Wizards’ features two characters, Gulfax the… shag carpet monster thing, and Hurla the gnome, neither of whom contributes anything to the story. Gulfax is a clear Chewbacca stand-in who’s only contribution is to whack someone in the head, and Hurla guides Simon and Kor to the fearsome Suicide Cavern the promise of helping him again… which he doesn’t. Both could have been easily cut from the story without any ill effect.
Granted, not all side characters have to do big, mighty things: Chewbacca, in ‘A New Hope,’ mainly helps fly the Millennium Falcon and assists in freeing Leia from the Death Star, but his contributions feel important. If Gulfax, for example, had acted as a guide to Simon on their journey back to the castle, and the gnome been mentioned earlier as someone who can give Simon vital help in stopping the sorcerer, their roles would have been more substantial and meaningful.
In our own stories, don’t pad your story with characters just because you can. Each of them needs to play a role, and the more you have who don’t do anything is less time you can spend on the characters that do matter.
Avoid a random-events plot, and have all your scenes and locations contribute to the story
For all of ‘Wizards’ flaws, perhaps the most glaring is that it the story feels unpolished. All the events are in place, but don’t have the narrative glue binding them together, making the story feel like a bunch of random events taking place between the beginning and the end. Very few of these scenes add anything of value to the story, and those that could have don’t live up to their potential: The Suicide Cavern, for example, could have let us see what Kor and Simon are afraid of, and then have them work to overcome them, and strengthening their bond in the process. Instead, they just sing songs and pass through easily. After several more of these scenes, we finally reach the climax, and then the movie’s over, leaving us with the feeling that we don’t know anything about anyone, or why it all happened in the first place.
How can you avoid this mistake? When doing your own story, take the time in the first act to set up everything that’s coming afterwords. If your characters have to go on a quest, tell them where they’re going and why they’re going there. Warn them of the dangers they might face, and allies who might be able to help them, so that we, the audience, has an idea of what’s coming. While we want to be surprised by something unexpected, there’s still great value in anticipating something exciting or frightening coming our way.
The Takeaway
When doing a story, it cannot be overstated how important it is to give your characters (one of whom is hopefully not a teenager ‘chosen one’ who whines all the time) goals and motivations, to have every scene and character contribute to the story, and to set everything up in the first act so the audience has a good idea where they’re going and what to expect. Once you get going, limit comedic scenes to the first half of the story so the second can focus on the climax.